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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Skill : MonoBehaviour
{
protected Character self;
public int manaCost;
public int movementCost;
public int damage;
protected SkillManager skillManager;
protected BuffManager buffManager;
protected List<Character> alliesInRange = new List<Character>();
protected List<Character> enemiesInRange = new List<Character>();
protected CharacterUIManager characterUIManager;
public string description;
public string skillName;
private void Awake()
{
self = transform.parent.parent.GetComponent<Character>();
skillManager = transform.parent.GetComponent<SkillManager>();
buffManager = self.transform.Find("BuffManager").GetComponent<BuffManager>();
characterUIManager = transform.parent.parent.Find("CharacterUI").GetComponent<CharacterUIManager>();
Revise();
}
public void SetRotation(Vector2 direction)
{
if(direction == Vector2.up)
transform.localEulerAngles = new Vector3(0,0,180);
if(direction == Vector2.right)
transform.localEulerAngles = new Vector3(0,0,90);
if(direction == Vector2.down)
transform.localEulerAngles = new Vector3(0,0,0);
if(direction == Vector2.left)
transform.localEulerAngles = new Vector3(0,0,-90);
}
protected void Update()
{
if(Input.GetKeyDown("c"))
{
gameObject.SetActive(false);
transform.parent.Find("SkillsGUI").gameObject.SetActive(true);
}
if(Input.GetKeyDown("z"))
{
if(ApplyRequestion())
{
self.ChangeMovement(-movementCost);
self.ChangeMana(-manaCost);
skillManager.currentSkill.RemoveSkillState();
ApplySkill();
ApplySkillState();
}
else
characterUIManager.FloatingString("状态不满足");
gameObject.SetActive(false);
self.SetIsUsingSkill(false);
self.weaponManager.gameObject.SetActive(true);
}
}
//关闭显示攻击范围
protected void OnTriggerExit2D(Collider2D other)
{
if(other.gameObject.layer == 8)
{
Cell cell = other.gameObject.GetComponent<Cell>();
cell.SetMask(false);
if(cell.currentCharacter != null)
{
if(self.groupNumber != cell.currentCharacter.groupNumber)
enemiesInRange.Remove(cell.currentCharacter);
else
alliesInRange.Remove(cell.currentCharacter);
}
}
}
protected void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.layer == 8)
{
Cell cell = other.gameObject.GetComponent<Cell>();
if(cell.currentCharacter != null)
{
if(self.groupNumber != cell.currentCharacter.groupNumber)
enemiesInRange.Add(cell.currentCharacter);
else
alliesInRange.Add(cell.currentCharacter);
}
}
}
protected void OnTriggerStay2D(Collider2D other)
{
//技能有不同的攻击范围,选中角色时,可显示技能的攻击范围
//显示攻击范围
if(other.gameObject.layer == 8)
{
other.gameObject.GetComponent<Cell>().SetMask(true);
}
}
protected virtual bool ApplyRequestion()
{
if(enemiesInRange != null && self.GetCurrentMovement() >= movementCost
&& self.GetCurrentMana() >= manaCost)
return true;
return false;
}
public abstract void ApplySkill();
public abstract void ApplySkillState();
public abstract void RemoveSkillState();
protected abstract void Revise();
}